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Tropical Savageland / Archipelago composed of dangerous jungles, swamps, and rain forests hiding dark ruins, savage primitives, and strange beasts. However spices, tea, coffee, gems, exotic creatures, and other fantastic curiosities support lucrative mercantile concerns and though there is much danger there is also much money to be made.
EditMap
EditArtifice
The default
Artifice level is
Primitive, though it is high in Cocytius.
EditNations
- Ecreasia: Matriarchal warrior maidens
- Obsidian Isles: Tropical volcanic islands hosting riches and terrors aplenty
- Baragur: Industrious Dwarven Cliff City
- Coralus: Thriving free port amidst the southern jungles
- Samadatha Coast: Tropical Doorstep to Bushwhacking Adventure
- Teetan: Fierce and Determined Jungle-Mountain Crafting Civilization
- Cruaghar: A vestige of bygone elven glory
- Sahokee: Swampy Lazerti (lizardman) homeland
- Cocytius: Mind-wrenching evil on earth; a forgotten land of evil elves in the thrall of the Daemon Lord Ysolde
EditRegional Politics
This region is largely unsettled wilderness composed of dangerous jungles, swamps, and rain forests hiding dark ruins, savage primitives, and strange beasts. Pockets of civilization are the exception, and journeys between them can be perilous.
There is one primary shipping lane that is relatively safe, partially following a coastal stream and partially following a wide and slowly flowing river, and this route is the artery by which power and money flows in Tropizia. The coastal portion is well controlled by Ecresia as the powerful and warm stream flows between their island chain and the mainland. Coralus sits astride the major junction of this route and the turgid waters of the wide and slow Troaxa river.
Ecresia and Coralus are the powers of this region; Ecresia's greater population and organization are countered by the wealth and centralization of Coralus. If the Lazerti were to ever band together they could easily conquer all their neighbors with sheer numbers, but it is unlikely to ever happen as such large-scale organization is entirely against their nature and inclination.
The natural resources of the Samadatha Coast and lucrative trade opportunities they present are drawing merchants like moths to a flame and represents the burgeoning market of the region. If the locals don't congeal into some kind of strong allied presence they may find themselves the victims of rapacious merchant cartels in years to come.
Cocytius is cut off from contact with the outside world, which is a good thing for the outside world. Only the barest vestiges of vague rumors of this dark land exist beyond it's borders. Some of the Cruaghar recall twisted remnants of lore, but even the oldest among them have lost the truth of it.
EditEcreasia
Ecreasia is motivated, organized, and expansionary. The primary impediment to their dreams of empire is two-fold; they are spread thin holding their resource-poor islands and as the nation is dominated by women in principal positions of leadership they tend to have a lower birthrate than is typical of humankind. Thus they have come to rely on mercenaries from abroad and must be ever wary to balance the power of the hired help against their own might lest they risk a coup from the ranks of their hired soldiers.
Ecreasia also has relatively little magical might, which could prove to be a key weakness were a more powerful and magically capable nation from outside the region to decide to make a serious move on the lucrative trade opportunities of the region.
Secretly Queen Amalys Lilandira would like to acquire Coralus, bring justice to the unlawful residing there, and turn the legitimate business concerns to her own service. But though it might be within her grasp in another decade or so the reality is Ecreasia lacks the expertise and contacts of the cartels and great Houses of Coralus and would likely kill the golden egg laying goose were they to take such measures unless they could find a way to conciliate at least a majority of such players.
Ecreasia also actively battles against the Cruaghar and offer a respectable bounty on the odd pouches the Kaefrag carry with which to work their magic and / or mark their status.
EditBaragur
The Dwarves of Baragur are isolationist and happy to stay that way. They trade enough to secure the things they need for a comfortable existence and otherwise have as little contact with the outside world as possible. However they have teeth in their jaw and any would be foe thinking them plums ripe for the plucking would likely get bit hard.
EditCoralus
The most cosmopolitan, interesting, and dangerous city in the entirety of Tropizia, Coralus is sometimes called the Jewel of Troaxa. Its a place where dreams are made and fortunes lost. Beautiful and filthy, protected but vulnerable, ordered but unlawful, home to the most legitimate of merchants and also the most rapacious of pirates simultaneously; it is a place of contradictions. All but the most savage of peoples in Tropizia have heard of the great city at the end of the river, and expeditions faring from there have journeyed in all directions (most never returning).
The powerful of Coralus have been eying the expansionary inclinations of Ecreasia for many decades and the reigning wisdom is that some form of trouble will come from that sector eventually. However, the real fears that haunt many a night for the trading cartels and heads of Houses is that some truly great nation or nations from Civizia or Albizia, or even the insane long-bearded Anornians in their far-sailing boats that sometimes show up in port, will decide to project a serious presence into the region. Ecreasia is a manageable threat of known resources and limits, but a major imperialistic nation from beyond might be another matter altogether.
EditTeetan
The richest and in many ways most remote civilization of this region, it is the flow of golden trinkets and advanced metalwork from these unforgiving mountain people that drives the Troaxan trade economy. However their very remoteness and isolationist tendencies make them a non-player in the politics of the region. If they ever developed a more expansionary perspective that would change; politically speaking they are like a sleeping giant.
EditSahokee
The Lazerti of Sahokee are simple folk and give little thought beyond their daily existence. Each tribe regards outsiders as their own experiences dictate, with some welcoming traders and others attacking on sight.
However the sheer numbers of the Lazerti represent a potential force that might be harnessed by a strong enough leader.
EditSamadatha Coast
This nascent nation in waiting has everything it needs to gestate into a centralized power save inclination and leadership. Growing attention from the outside world might provide the inclination; it remains to see if the leadership will arise as well.
EditObsidian Isles
No one in the civilized world knows much of anything about the residents of the so-called Obsidian Isles. It's simply a place in the Ecreasian Islands that is best avoided.
EditCruaghar
The resident psychotic nuisances of Tropizia, these dangerous and crazy Elves make any journey into the depths of the jungles potentially hazardous. They are easily the greatest single threat on the mainland as they have an unrivaled mastery of the deep jungles, and their lightning raids are fearsome. However they show little grit for prolonged battles and retreat before organized resistance.
EditCocytius
A nearly-sunless land of smoky doom where a nation of ancient Elves soaked in evil decadence rule over many thousands of Human slaves. Not a nice place to visit...and even if you ever managed to you'd never make it back.
Regions of Barbarica'''